wordman
Two Thousand Club
Like most, I think Lunars got the shaft in a lot of ways. Unfortunately, I'm running an ongoing campaign containing a Lunar and have been for some time before I realized this fully. So, while others seem keen on radically changing the charm trees and so on, I've been looking for simple tweaks that yield a lot of mileage (particularly in a campaign that mixes solar and lunar characters, like mine).
One such tweak has worked out well so far: allowing lunars to pay solar xp costs for charms in martial arts styles based on their totem animal.
I've been thinking about another such tweak and wonder if anyone has tried it. Since lunars are used to shaping themselves and the world to match their will, it seems like they'd be naturals at sorcery. I think I might change the xp cost for spells and necromancy to 9xp (7xp for No Moons). Standard lunar cost is 15(12). This seems like it might change some the tenor of lunars a lot.
Anyone tried this? What were the effects?
One such tweak has worked out well so far: allowing lunars to pay solar xp costs for charms in martial arts styles based on their totem animal.
I've been thinking about another such tweak and wonder if anyone has tried it. Since lunars are used to shaping themselves and the world to match their will, it seems like they'd be naturals at sorcery. I think I might change the xp cost for spells and necromancy to 9xp (7xp for No Moons). Standard lunar cost is 15(12). This seems like it might change some the tenor of lunars a lot.
Anyone tried this? What were the effects?